Why are the physical controls in the Tank Blueprint, not in the PlayerController?

I just wondered why we hardwire the controls into the Tank_BP?

When I did this lecture I added the fire action into my PlayerController which calls a method on the ControlledTank to fire.

I think the AI tanks also have the code running in their tanks except they dont have physical hardware, dont they?

Is this for making things less complicated or is my approach wrong?

I had this question myself. It is definitely better practice to put all player controls into the PlayerController, but I think for this example Ben and Sam wanted to make it easier by placing the mouse and input controls in the Pawn. This way there is no need to abstract the camera movement to another class.

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